[Remorseless] Lyceus Kellimar - The Knight of Thorns

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[Remorseless] Lyceus Kellimar - The Knight of Thorns

Post by Lyceus »

Player Name: Me
Google Handle: samminmax@gmail.com

Character Name: Lyceus Kellimar, the Knight of Thorns
Rank: Heroic
Race: Elf
Iconic Framework: MARS Combat Mage
Attributes: Agility d12, Smarts d12, Spirit d8, Strength d8 (d12+1), Vigor d8
Pace: 10; Parry: 13; Toughness: 21 (10 M.D.C.); 20 PPE

Elf Package
Enchantingly Beautiful
Elves gain +1 to Performance and Persuasion rolls with all races and peoples, except human supremacists.
Elves have the Driven (Minor) Hindrance.
All elves have the Quirk (Minor—Culturally Superior) Hindrance.
Low Light Vision
Elves ignore Illumination penalties for Dim and Dark lighting.
Near-Human Physiology
Those unfamiliar with elven physiology suffer only a −1 penalty to Healing skill rolls and cybernetics checks.
Physical and Mental Prowess
Elves start with d6 Agility and d6 Smarts; increase Trait maximums accordingly.
Racial Animosity
Elves suffer −2 on Persuasion checks when dealing with dwarves.

Skills: 15/15
Academics d6
Athletics d8
Battle d6
Common Knowledge d8
Fighting d12
Language (Dragonese/ Elven) d8
Language (Trade 6) d6
Notice d8
Occult d8
Performance d6+1
Persuasion d8+1
Shooting d10
Spellcasting d12
Stealth d8

Race: Driven - Protect Mourning, and prepare for the day it is needed
Race: Quirk - Snooty
Major: Code of Honor
Minor: Vengeful
Minor: Thin Skinned

IF: Master of Magic
IF: Channeling
IF: Power Points
IF: Trademark Weapon (Mourning)
IF: Frenzy
Hind: +1d Agility
Hind: Power Points edge
HJ: Rapid Recharge
HJ: Rich
HJ: Adept
HJ: Block
Nov 1: +1d Smarts
Nov 2: +1d Spellcasting, +1d Notice
Nov 3: One with Magic
Sea 1: New Powers (Arcane Protection, Sloth/Speed)
Sea 2: Filthy Rich
Sea 3: +1d Spirit
Sea 4: +1d Persuasion, +1d Shooting
Vet 1: Improved Block
Vet 2: Power Points
Vet 3: Improved Trademark Weapon
Vet 4: +1d Vigor
Her 1: Counterattack
Her 2: Sweep
Her 3: +1d Str

Arcane Protection (Savage Worlds: Adventure Edition p148; Innate Power)
Deflection (Savage Worlds: Adventure Edition p157-158; Innate Power; Limitations: Touch (limited))
Detect/Conceal Arcana (Savage Worlds: Adventure Edition p158; Innate Power)
Entangle (Savage Worlds: Adventure Edition p161)
Sloth/Speed (Savage Worlds: Adventure Edition p167; Innate Power; Limitations: Touch (limited))
Smite (Savage Worlds: Adventure Edition p168; Innate Power)

Credits: 750cr
- Mourning (Deathbringer Sword), 1d12+2 attack (reduce penalties by 2), 3d12+5 AP 16 damage, +3 Parry, silvered, 10 PPE to gain Greater Protection and Greater Damage Field, or 5 PPE for Greater Bolt
- Firebolt Pistol, 1d12 attack, 3d6 AP 6 damage, 15/30/60 range, 12 shots, It Burns
- Nova Rifle, 1d12 attack, 4d8 AP 8 MBT damage, 30/60/120 range, 8 shots, It Burns
- Hi-Tech Bow/X-Bow, 1d12 attack, 1d12+1d8+1 AP 1 damage, Range 15/30/60))
- - Neural Disruptor Arrows, no damage, Vigor -2 (-4 on raise) or be Stunned, x5
- - Tracking Arrows, normal damage and head breaks off; can be tracked, x3
- Flash-Bang Bomb (TW) (Range 5/10/20, Damage 1d10 to vampires, ROF 1) x2

Talon Infighting Suit (TW - based on Gladius exoskeleton armor), +10 MDC Armor, +5 Toughness, 10 PPE; Environmental Protection, Flight
- Integrated Multioptics Helmet

Communications Band
Grapnel Launcher
Holodisplay Communicator
Temperature Cloak

NG-S2 Survival Pack
2 person tent, +20% water supplies
Sleeping bag
Flashlight w/knife; solar
Inertial compass (+2 to Survival to navigate)
Short range (5 mile) radio
First aid kit (+1 to healing; 3 uses)
Hunting/Fishing kit (+1 to Survival to forage)
Three ‘saw wires’
Fire starter
Survival Knife, hatchet, wooden cross
4 signal flares
Climbing kit w/30 rope
Soap and washcloth
2 weeks rations

Fortune and Glory
Smart and Learned
Up Close and Personal (Deathbringer Sword)

Hero's Journey
Education - +3 smarts skill points
Training - +3 combat related skill points
Magic & Mysticism - Spellslinger (Entangle)
Magic & Mysticism - Rapid Recharge
Experience & Wisdom - Any Background Edge: Rich
Training - Any Professional Edge: Adept
Training - Any Combat Edge: Block

- Close Combat Weapon: Silvered (Mourning)
- Close Combat Weapon: Accurate (reduce penalties for Fighting by 2 when using Mourning)
Filthy Rich
- Body Armor: Exokeleton (+2 Pace, +1 Jump distance with Talon)
- Body Armor: +1 Toughness (Talon)

Lyceus Kellimar is a strange individual; by turns aloof and cold or convivial. Given to bouts of stoic melancholy, and above all else committed to the performance of some ancient and arcane duty and the preservation of his somewhat fragile dignity and pride. He wields, or is burdened by, an incredibly powerful magical sword he calls 'Mourning,' a slightly curved blade of antiquity wrought from moonsilver that cuts through flesh or bone, metal or stone, with equal aplomb. The weapon is secured in a heavily enchanted scabbard until Lyceus must draw it for the defense of his life or livelihood, or the pursuit of his duties. Once drawn, he says, it cannot be returned without its thirst being sated. For lesser threats he carries other weapons, though he handles them with the resigned disdain of a classically trained artist drawing street caricatures. His armor too, while appearing as segmented plates of mithril, is enchanted to augment strength, durability, and permit survival in virtually any environment, however threatening.

To the crew of the Remorseless he offers skills developed over several lifetimes of any other species; expertise in the ways of war, of history, of diplomacy, and absolute mastery of combat arts and spellcasting. As for why the Knight of Thorns has chosen to throw his lot in with such a ragtag crew, well, he seldom speaks of his motivations as such...but perhaps there is a good cause for him to hide his lamp in such a sooty spot.
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Re: [Remorseless] Lyceus Kellimar - The Knight of Thorns

Post by Ndreare »

I like it.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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